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11
votes
1answer
670 views

Toon/cel shading with variable line width?

I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge ...
7
votes
1answer
215 views

GL ES: Fragment shader optimization

Summary: I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader) Details: Hardware: iPod touch 4 I am drawing 700 sprites on the screen ...
5
votes
2answers
837 views

GLSL Shader - Change Hue/Saturation/Brightness

I'm trying to change the hue of an image using a GLSL fragment shader. I want to achieve something similar to Photoshop's Hue/Saturation Adjustment layer. In the following image you can see what I've ...
4
votes
3answers
139 views

How to read BC4 texture in GLSL?

I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment ...
4
votes
1answer
123 views

Better solution for boolean mixing?

Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean ...
3
votes
1answer
90 views

What is a Fragment Pipe?

I remember someone saying "24 fragment pipes on nVidia 7800" in a presentation. Am I correct in saying that a fragment is the data that can generate a pixel in the frame buffer? Or are fragments the ...
3
votes
2answers
128 views

Opengl shader questions

I'm currently building a shader that takes a 2D texture sampler and uses UV coordinates to map it. This works fine for all textured objects. However, I'm having a bit of a problem as I'm trying to ...
2
votes
3answers
147 views

How many times fragment shader is executed?

I have an OpenGL code, with 3 different shader programs. I have a simple question, I know fragment shaders are executed for every every fragment in the scene. But is there a way using which we can ...
2
votes
3answers
189 views

OpenGL additive blending not working as expected

I am trying to achieve additive blending with point sprites. When the sprites overlap, all I get is solid red, when I expect to get a smooth blend from red->yellow->white. My sprite texture has all ...
2
votes
1answer
138 views

What is the interval of fragment-shader code execution?

Without any intended delay, is the code of a fragment-shader run once per frame? If not, how often will the code be executed? (I'm new to shaders: I'm talking about glsl if it makes any difference)
2
votes
1answer
344 views

shader coding: calculate screen coordinates of fragment

Good morning, I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way) ...
2
votes
0answers
74 views

Fragments never falling into spot light's cone

I am using GLSL version 1.20 with OpenGL 2.1 . I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
1
vote
3answers
524 views

GLSL mesh discard command?

Is there a GLSL command similar to the discard, but it discards the whole mesh and not just a fragment?
1
vote
1answer
433 views

Volumetric Fog Shader - Camera Issue

I am trying to build an infinite fog shader. This fog is applied on a 3D plane. For the moment I have a Z-Depth Fog. And I encounter some issues. As you can see in the screenshot, there are two views. ...
1
vote
1answer
209 views

GL_EXT_shadow_samplers killing my shader

I have the following fragment shader for my scene #extension GL_EXT_shadow_samplers : require ... vec4 color = texture2D(uTextureUnit0, varTexCoord0); if (colorTransformEnabled != 0) { vec3 ...

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